Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron.
Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

note: for best handling better use the complete clearing devkid! (its currently only for alpha and beta testers availible, if you already wanna try it (its almost bugfree and stable) please drop me a pm / mail

(*) this will work only in opcl or in clearing devkid based mod

ah , you may need to give that commands to the engine (in missionscript.lu a or in scriptcommand in a proximity trigger:
e_shadow_spots = 1;
e_stencil_shadows =1;
e_shadow_maps = 1;
r_SelfShadow = 1;
r_Character_Shadow_Volume=1;

(updated 2012.03.30)
-some new commands
-possibility of adding relaod animation times for every weapon with some changes in BasicWeapon.lua

create a mod:
farcry/mods/yourmodname
create a folder in
farcry/mods/yourmodname/bin32
copy the crygame.dll to
farcry/mods/yourmodname/bin32/crygame.dll

start farcry with command line

bin32\Farcry.exe -DEVMODE -MOD:yourmodname

(-devmode is not needed but you can activate cheats).
best way would be to create a bat file with that commandline and copy this to
farcry/mods/yourmodname/startmod.bat

a bat file is a simple renamed txt file. now you can doubble click on that bat file and it will start farcry with the given commandline which calls this mod.

btw, now you have your own mod. you can copy in all what you like, farcry will first look in that mod for loading stuff, and, if not found the needed stuff, load the original stuff.
be sure to have farcry patchlevel 1.4! with 1.3 o 1.1 the mod wont run.

ah , you may need to give that commands to the engine (in missionscript.lu a or in scriptcommand in a proximity trigger:
e_shadow_spots = 1;
e_stencil_shadows =1;
e_shadow_maps = 1;
r_SelfShadow = 1;
r_Character_Shadow_Volume=1;